Description

IWS is friendly with mods such as:A World Of PainMonster ModDFB - Random Encounters

Among others! This is due to IWS using vanilla references to spawn additional creatures and NPCs.

V1.99 Update:

This update addresses several issues based on bug reports given by players. Review changelog for full details.

ATTENTION:To prevent the need for small, cumbersome, constant mini patches to address issues between other mods, such as MoMod, HarderThanYou and others, please use Wrye Flash and, in turn, use the following bash tags for the following mods. This ensures that necessary changes between mods stay in effect, without causing any problems or the need for patches.

ATTENTION, I INACCURATELY LABELED 1.98 AS 9.8. WHAPS. Same file, same changelog, expect it to be fixed with the next small update. UPDATE: 1.99 is the current latest version and the changelog is fixed to reflect this.

Consult the changelog for full changes, but otherwise know that, not only from these words, but from the numerous comments posted on the matter, that IWS works. No more issues with CTDs, no more problems, just more spawning and more DOOM.

OLDER INFORMATION BELOW. STILL PERTINENT TO THOSE NOT USING MCM.========================================================Heeding the call for a FNV MMM This mod gives you the ability to configure how active you want the wasteland to be. Want more creatures? How about faction warfare? Want the roads to be defended by those who own them? Want huge battles or do you want just a slight increase to what is already in the game? The choice is yours! With IWS active you will see more creatures and factions around the wastes. You will see massive battles and be ambushed by larger groups of creatures.This really is a necessary addition to your FNV load order.

== Instructions===Core Module==*** IWS-Core.esm

**** This module alone greatly increases hand placed spawn points in the game world space and does not have dependency for any other modules of any kind.**** This module does increases interior spawns lightly, use MCM to adjust or to disable spawns entirely as you see fit.

**** These modules add additional NPC faction spawn points in the game world such as patrolling NCR and Legion spawns. activating all of these modules will make the wasteland into more of a war zone.

=Active Spawn Modules==NVSE NEEDED=THESE MODULES ARE OUTDATED, BUT MAY BE USEFUL FOR THOSE WHO DO NOT WISH TO USE MCM. THEY ARE AVAILABLE FROM THE OUTDATED 1.9 VERSION OF IWS.-=Optional=--=Only Pick-*** IWS-AS-LowSpawns.esp ( 0-1, cap 8/50 ) ( Further increase spawns with a scripted algorithm by a small amount )*** IWS-AS-MedSpawns.esp ( 0-2, cap 16/75 ) ( Further increase spawns with a scripted algorithm by a large amount )*** IWS-AS-HighSpawns.esp ( 1-3, cap 32/100 ) ( Further increase spawns with a scripted algorithm by a game engine crushing amount )

**** Active spawns will run a script that checks for all creatures and npcs around you and then dynamically adds more of the corresponding creature types and NPCs. **** Low spawns module has a bit of a deceiving name in some respects as low spawns really does not mean the lowest spawn setting that the mod has to offer. Its merely the lowest setting for active spawns which by nature is greatly increasing spawns overall.**** Active spawns will increase spawns on interiors cells so watch out.

-=Optional=-THESE MODULES ARE OUTDATED, BUT MAY BE USEFUL FOR THOSE WHO DO NOT WISH TO USE MCM. THEY ARE AVAILABLE FROM THE OUTDATED 1.9 VERSION OF IWS.*** IWS-AS-NoInteriorSpawns.esp ( Do not allow active spawns to function on Interior cells )*** IWS-AS-EnableDebugInfo.esp ( allow you to turn on debug text, don't use this unless you really need it )

**** These two are only meant to give a little more control over the active spawn system on interiors and allow you to see debug text in the console. The debug text is really only useful for developers of mods so don't bother turning it on as it is rather spammy.

==============================================================Version 1.95==-JacobsTown should no longer be under attack by cazadors.-Chem addicts at a campfire up towards Nellis AFB should no longer get attacked by Rad scorpions-Great Khan patrols pulled back a bit as to not conflict with important quest related fiends.-Vipers on the highway 95 Encampment should no longer spawn inside a rock ledge-Hardened mantis DT and health reduced-Merchants will no longer attack the player if they see you fighting legion.-Legion will once again attack merchants on sight-faction relations for NCR, jackals and vipers are no longer neutral.-Nightstalkers now see the player as an enemy